Compatibility
Minecraft: Java Edition
Platforms
Supported environments
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Changelog
Dawn of the Flood, major update, as a secondary part of the old update. 0.3.6-R! "Extinction, Part Two".
Here it is guys at last, the version I told you I would be excited about, version 0.3.6-R! Extinction, the part TWO and continuation of the other.
To whoever's reading this, a trailer should come soon after the mod updates as well, to really show and sparkle the potential this mod has and how far it has come.
---CHANGES---:
(HUGE) FINALLY fixed the custom third person player animations playing for all players on multiplayer. Now the movement works just fine and individually :)
Improved the energy shield on the sangheili, now they emit realistic & cool lightning particles when hit.
(BIG) Disabled Fog in the config due to public demand, but you can still enable it in the config. I also found a way to make it progress and make your screen foggier as time goes on and waves grow, so either way, it's a win win situation! :>
(BIG) Disabled all portal spawnings for now, as they are not relevant enough and not ready to be released as full mechanics.
Tweaked the flood tadpole's spawn weight.
Tweaked some more spawn weights...
Endermans will now not convert into enderman forms in wave 1.
Improved screen shake playing, as it now won't cause stacked screen shakes that ruin your camera.
Merged networking to create a smoother gameplay and less lag and messages in the console.
(BIG) Removed all Read / Write setDirty() methods in the getters of the mod's saved data. Thank you Modrome ( SRP dev ) for showing this issue to me that kills ram and lags the game.
Reworked / Tweaked some gun animations.
Planned to rework the energy sword's animations and position.
Improved the plasma grenade as it now doesn't jump too much like the normal frag.
Completely reworked the health pack and gave it a working and not infinite purpose, just like in Halo.
Fixed the ship message and sound appearing only for one player when on multiplayer. Same has happened with the horde message and sound.
Reworked maw forms regarding damage that they take. Now they can be damaged even while burrowing to give the player a higher chance of killing it. They also now feature a better cooldown system for the pod infectors and a smoother digging animation, as to changing it into a bezier interpolation.
The maw claws were also changed, as they now will stay less on the surface and when their time's up, they will burrow in the ground and disappear automatically! They also feature a changed animation to a bezier interpolation based animation.
Fixed broken marine helmet rendering.
Replaced the old gun workbench GUI texture with a new one instead.
Added more configurable crosshair options, that allow you to change the halo texture with the minecraft one and also an option whereas you can disable the minecraft crosshair when aiming with a gun from different gun mod.
Made the marine form and sangheili form be able to use ALL guns.
Visually smoothened and enhanced the vindicator's axe attack with new animation tricks I learned.
Calibrated and enhanced the custom DOTF crosshairs. Now whenever your cursor is over an entity, the crosshair will turn red like in Halo.
Enhanced support for manual interpolation splines.
---ADDITIONS---:
(HUGE) FINALLY made the first steps for the block infection, as I added the first blightlands blocks that are not shown in the creative tab :)
(BIG) Added full support for the GeckoLib Extension Pack I've made, that implements an animatable camera with keyframes, bedrock keyframe implementation, easier method to make manual animations, easy to add armor layers on ANY gecko entity, support for manually integrated geckolib easing types, such as the easeIn, sineIn, etc..., and WAY much more!
Added the gun third person hand positioning back, and also the energy sword hand positioning as well.
Added marine form with or without helmet variant.
(BIG) Added "From the Source" effect which gives all Flood enemies a buff when the effect is active. This buff affects their damage, movement speed, follow range, and attack speed. The effect can only be applied to entities if they meet a certain criteria, as they need to either come out of a "source" or be "infused" in their nervous sytem where the host is sitting with a powerful energyzer that makes them go NUTS. This effect also gives it's target flame particles that spawn while the effect is active.
(BIG) Added "Acid Burns" effect which is an inflammatory effect that damages the player and slowly wears him down. This effect damages and burns the player from time to time, the level of the effect amplifying the time needed for the burn to take effect again. Basically a cooldown in between the burns. While having this effect active, acid like particles erupt from you, showing your health state. This effect is gained by all who touch acid surfaces, such as the Toxic Puddle, or the projectile that the Tyrant Form shoots.
Added "Corsair" variant for all the base forms including the marine form, which basically makes them want to auto-detonate and release pod infectors with from the source and dangerous toxins.
(BIG) Added M7 SMG Gun and another variant of it, called the M7 SMG ODST, which, compared to the normal one, features a sight scope and a silencer. These guns have been added to the marine form and sangheili form too.
(BIG) Added the "Ship Remover Staff" which allows you to remove the ship with the item when right-clicked. But USE this with precaution as it wasn't meant to be able to be removed, but due to public demand we have decided to do something about it quickly so that's that done.
(BIG) Added Flood Tadpole entity which is a tadpole like aquatic creature that spawns from waves 1-4 and that after a few minutes convert into pod infectors automatically. They also are cute and have lil swimming animations :>
(HUGE) Added FIRST official structures of the mod! Two UNSC laboratories that are big and filled with loot. Dare to come and take a look inside?
(BIG) Changed the ENDERMAN FORM'S model, texture and animation and also tweaked it's behaviour and added teleportation sounds.
(HUGE) Added Maw Form entity and Maw Claw entity. The lore behind this entity is very special, as it is a custom flood enemy. When first landing, the Flood saw the trees on the Minecraft Earth, and with the stacked and unused biomass they tried to replicate them by forming an amalgamation of all kinds, the Maw Form. In fact, the branches and the rest of the body are not made from wood like you’d think, in fact they’re just biomass parts that replicate wood. This entity was formed to serve a purpose of watching and targeting scheme, all whilst disguising itself to look as a “tree”. It cannot move any other way than burrowing into the ground and getting closer, and closer to you, until it can use the maw claws and pod infector eggs that are both thrown consequently because of the distance, both used to pin you down then kill you, kinda like how a spider uses it’s web to catch insects. Once the maw claws catch you, the sharp shrapnel like tendrils with the Flood hypha stab you, pinning you down, and slowly but surely, these damage and poison you. Once you’re caught it will be very hard to escape and the pod infectors thrown will come at you having the from the source effect and whilst you’re pinned, they’ll come and burrow onto you, like a spider as I said. The name “maw” is foreshadowing the Halo CE mission, “The Maw”. The appearence of the Maw in your world just shows that the Flood is getting stronger and more resourceful. For the future, the Maw will spawn only in upper blightlands biomes, where he’ll act as a guardian to the soil and feeding the soil that was already biomass made with more dead bodies, those caught with the claws. The claws though are special, as they need no owner for them to move around and catch players. For they have their own set of mind and intelligence and the great journey shall wait for no one'. They also disappear after some time, burrowing into the ground to do so. They can't be damaged unlike the maw and will disappear automatically, burrowing in the ground and never back to the surface after some time. It is worth mentioning that the maw form can spawn at later waves and it takes less damage from projectiles as it’s outside is being protected by a layer of hardened biomass.
(HUGE) Added an animatable CAMERA entity which is still a WIP, but this allows you to animate the camera freely in blockbench as with cutscenes. It can also be animated with math or manually in the model as with any other geo model. The camera addition also comes with the flexible ability to attach it to the player at any point in game to create epic scenes. With it, you can also hide the HUD, lets you be invulnerable while the animation is playing and also makes it so that you're unable to look around or move the camera when an animation / scene is playing. This camera is responsible for the camera movement that's played when the Covenant Cruiser arrives on the Minecraft Earth, so thanks the camera!
(HUGE) Added Flooded Golem which is the hijacked and controlled version of a normal golem that's being taken over by a living parasite, in our case, the Pod Infector. In this case, the iron golem can only be infected and controlled by the POD INFECTOR which sends direct commands to attack, destroy, and dominate every living thing that's not an ally. The flooded golem has a strong layer of armor that the Flood calls the "Shell" or "Carcass" of the golem. This shell gives the golem an impenetrable and solid as steel armor, a great armor, and you can barely damage him while he's in his first layer of armor. However, as you damage him and more and more, the shell cracks and he reveals more biomass and vulnerable spots. As the shell cracks, his armor decreases as well and you can see that visually, with more biomass appearing. Therefore, he gets easier to defeat. He features two exclusive attacks, one where he slaps it's target while moving, and one where he stops to charge a fist that's then launched at the player. That fist is so powerful that it can break blocks, so BE careful! He can also destroy blocks when chasing the player, that's worth mentioning. Upon dying, he has the chance to die normally, or... spawn an empty carcass that's the flooded golem in the lowest state of power and armor. This carcass, if not destroyed, will be left as a prize for the pod infectors that can come, climb on it, and reanimate it / revive it. It is worth mentioning that the unarmed flooded golem showcases no red eye, as there isn't anyone inside piloting, call it an attention detail if you will :) If left for long enough without being animated, it will disappear automatically. Now, the unarmed flooded golem can't actually be destroyed like normally, nor pushed, damaged, or go through him. To destroy him, you can only use a pickaxe and once you use it, he will get damaged like normally and drop iron ingots and biomass leftovers. The Flooded Golem spawns somewhat rarely, but only after wave 5 hits.
(HUGE) Added Juggernaut Form, which is an exclusively CUT Halo 2 Flood enemy and has never been showed in the games. The Juggernaut presents 3 types of attacks, a push / bash which is the basic attack, a stab or a lunge attack which is a more disastrous attack and deals FULL true damage, and another which is a special one which I'm gonna get to right immediately. But before that, it's needed to be mentioned that the juggernaut can break your shield with each attack. His last attack only comes into play when he gets damaged enough and gets angry, with angry cap active, but he calms as time goes on. If the angry cap gets to 10, he stops, roars powerfully, and slams the ground releasing multiple slashes for a few times, in which, blocks around him fly and hurdle, the terrain shakes and trembles, and he damages creatures around him powerfully.
(BIG) Added Limb System to dotf, whereas some marines and sangheilis can get their limbs chopped off and fall to the ground as they get damaged. As they fall, the form that has the features suffer many changes, they get slower and for all limbs missing, even get their walk animation changed. If both hands and the head are missing from a form, they are unable to damage the player anymore and just walk around funkily, like in Halo. Looks really good in game by the way!
(HUGE) Added EXTERNAL Cutscene system with the Watermedia API being used as a library that allows me to add youtube videos to Minecraft as cutscenes with cool and smooth fading effects! ( Has unoficially been set to not happening, because the API is unreliable and the links break every now and then. So unfortunately this remains out of the game :( (I will though show in the video how it used to look like when it worked))
Made some decisions regarding the soundtrack of the mod, or in particular, which songs from Halo will be added in the mod.
(HUGE) Added the Gravity Hammer into DOTF. This powerful brute wielded tool is dangerous and releases powerful blows and slashes to nearby foes! It's craftable at the gun workbench in the miscellaneous tab and let's just say... it's one of my FAVORITES. It has 2 attacks, two swings, right and left which deal TONS of damage and also knock the enemies back. But besides those two, the hammer also has one more attack, the VERTICAL swing which is deadly and can send enemies flying. It causes the earth to shake and tremble, blocks to fly and move out of place and lightning bolts to come out of this powerful weapon. One single blow from this weapon can be fatal and this attack comes with extra damage and knockback for everybody standing in it's way! It's stronger and has a better reach than the energy sword, but it is slow and can't one shot floods under 100 HP, so choose your weapon wisely! Besides all of that, it comes with a first person draw animation AND 3 third person animations, each representing an axe blow!
(HUGE) Reworked the Energy Sword, regarding it's model, texture, ANIMATED texture, animations and the drawing sound. The sword is now smooter than ever, capable of slashing enemies easily. It has also been buffed in damage but nerfed in range. Now it also comes with an ANIMATED texture that represents it more the way it was supposed to be like!
(HUGE) Added the Tyrant Form into DOTF, a concept Flood form that for us means more than that clearly, and it will see it's justice! The Tyrant form presents many abilities and powers, and he's also a the wielder of the acid. He has 3 base attacks, 2 bites which deal FULL true damage and one more attack which is a weak left hand swing, that he uses because of his hand mutation. He can also roar from time to time when a target is present, AND the coolest thing ever yet, is that his 4th attack is him stopping and spitting acid all around the place. If the acid pustule hits you, it gives you poison, weakness and acid burns effects with level 2 for 10 seconds. Even if you manage to dodge it, the place hit will experience acid grief and in a 3x3 space add toxic puddles which give you the same effects as above if you walk on them. These toxic puddles disappear after 30 seconds and generate particles. Besides ALL of that and if it wasn't enough.. sometimes marine forms can spawn riding these tyrant forms! Of course, there's also an Alex's Caves Compatibility with them, whereas tremorsaurus can get infected by the Flood. The Tyrant spawns after wave 5 officially hits and can ONLY spawn in caves.
(BIG) Added Sulfur ore, and sulfur related blocks, an ore that can be found in caves not too rarely but not too commonly either. It's main purpose, is to serve as a gunpowder crafting item, since creepers are overwhelmed in late waves by the Flood.
(BIG) Mod also has been marked as working on NeoForge on 1.20.1
---------- END OF CHANGELOG ----------
Files
Metadata
Release channel
ReleaseVersion number
0.3.6-R-1.20.1Loaders
Game versions
1.20.1Downloads
190Publication date
February 20, 2025 at 8:21 AMPublisher
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TheASEStefan
Dev & Author